kozarovv
Developer
I'm curious that can be moved outside of vsync patch:
emuObj.PadSetLightBar(0,56,230,201)
emuObj.SetDisplayAspectWide()
My point is that on vsync hook we should do minimal things that can't be done other way.
Because that will force more code to run on every single frame.
Can you test in free time that will work same way?
That config in theory should do the same, and SetDisplayAspectWide, and SetLightBar will run only one time on emu load, and stay like that.
emuObj.PadSetLightBar(0,56,230,201)
emuObj.SetDisplayAspectWide()
My point is that on vsync hook we should do minimal things that can't be done other way.
Because that will force more code to run on every single frame.
Can you test in free time that will work same way?
Code:
-- Hunter: The Reckoning Wayward [NTSC-U] (SLUS_205.11)
-- Widescreen Hack by El_Patas
apiRequest(1.0)
local eeObj = getEEObject()
local emuObj = getEmuObject()
local widescreen = function()
--Widescreen hack 16:9
eeObj.WriteMem32(0x0023B1F4,0x3C023F23) --X-Fov A
eeObj.WriteMem32(0x0023B1F4,0x3C023F00) --X-Fov B
eeObj.WriteMem32(0x0023B66C,0x3C03BFAB) -- Y-Fov A
eeObj.WriteMem32(0x0023B66C,0x3C03BF80) -- Y-Fov B
end
emuObj.AddVsyncHook(widescreen)
emuObj.PadSetLightBar(0,56,230,201)
emuObj.SetDisplayAspectWide()
That config in theory should do the same, and SetDisplayAspectWide, and SetLightBar will run only one time on emu load, and stay like that.